My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Bad
Versatility
Godly!
F2P score
Mediocre

3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Goblin Gang Three Musketeers Executioner

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Three Musketeers Executioner Golem

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Three Musketeers Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows Rage

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Goblin Gang

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Goblin Gang Golem

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Golem

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Bats Goblin Gang Three Musketeers Skeleton Army
Giant Snowball
Bats Goblin Gang Three Musketeers Skeleton Army
Zap
Bats Goblin Gang Three Musketeers Skeleton Army
Barbarian Barrel
Goblin Gang Three Musketeers Skeleton Army Executioner
The Log
Goblin Gang Three Musketeers Skeleton Army
Earthquake
Goblin Gang Skeleton Army
Arrows
Bats Goblin Gang Skeleton Army
Royal Delivery
Bats Goblin Gang Three Musketeers Skeleton Army Executioner
Fireball
Goblin Gang Three Musketeers Skeleton Army Executioner
Poison
Bats Goblin Gang Three Musketeers Skeleton Army Executioner
Lightning
Three Musketeers Executioner
Rocket
Three Musketeers Executioner

Against air swarms

Spells and units that can counter air swarms.

Arrows Executioner

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Executioner

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Bats Arrows Rage Skeleton Army Executioner Golem

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Goblin Gang Three Musketeers

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats Rage Arrows Goblin Gang Skeleton Army Executioner Golem Three Musketeers

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

10 Bats Rage Arrows Goblin Gang

Attack Synergies 1 6

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Bats
Rage Golem
Arrows
Golem
Goblin Gang
Three Musketeers Golem
Three Musketeers
Goblin Gang Rage
Rage
Bats Three Musketeers
Skeleton Army
Executioner
Golem
Golem
Arrows Bats Goblin Gang Executioner

Defense Synergies 0 2

Bats
Arrows
Goblin Gang
Skeleton Army
Three Musketeers
Rage
Skeleton Army
Goblin Gang Executioner
Executioner
Skeleton Army
Golem

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Executioner
Skeleton Army Bats Goblin Gang Three Musketeers Executioner
Goblin Gang Three Musketeers Skeleton Army Bats Executioner
Three Musketeers Skeleton Army Bats Goblin Gang
Arrows Skeleton Army
Arrows Goblin Gang Skeleton Army Bats Executioner
Bats Three Musketeers Arrows Goblin Gang Executioner
Arrows
Three Musketeers Goblin Gang Skeleton Army
Goblin Gang Skeleton Army
Bats Goblin Gang Skeleton Army Executioner Arrows
Arrows Three Musketeers Executioner Bats Goblin Gang
Skeleton Army Bats Goblin Gang Three Musketeers
Three Musketeers Skeleton Army Executioner Bats Arrows Goblin Gang
Skeleton Army Goblin Gang Three Musketeers
Skeleton Army Goblin Gang Three Musketeers
Three Musketeers Bats Arrows Goblin Gang Skeleton Army Executioner
Arrows Bats Goblin Gang Three Musketeers Skeleton Army Executioner
Arrows Executioner Bats
Three Musketeers
Goblin Gang Skeleton Army Bats Arrows Executioner

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Goblin Gang Skeleton Army
Arrows Goblin Gang Executioner
Goblin Gang Skeleton Army Bats
Goblin Gang Skeleton Army Bats
Goblin Gang Three Musketeers Skeleton Army Executioner
Arrows Executioner Bats Goblin Gang Three Musketeers
Goblin Gang Skeleton Army Bats
Skeleton Army
Bats Skeleton Army
Goblin Gang Three Musketeers Skeleton Army
Bats
Skeleton Army Arrows
Skeleton Army Goblin Gang Three Musketeers Executioner
Three Musketeers Skeleton Army Executioner
Goblin Gang Skeleton Army Bats Three Musketeers Executioner
Bats Arrows Executioner

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Arrows
Arrows Executioner
Arrows
Arrows
Executioner Arrows
Arrows Executioner Bats
Arrows Executioner
Arrows Executioner
Arrows
Bats Goblin Gang Three Musketeers
Arrows
Arrows Executioner
Three Musketeers Executioner
Arrows
Arrows
Arrows Three Musketeers Executioner
Arrows Three Musketeers Executioner
Arrows Three Musketeers
Bats
Arrows Three Musketeers Executioner
Arrows
Arrows
Arrows
Arrows Executioner
Arrows Executioner
Arrows
Arrows
Bats Arrows Executioner
Bats
Arrows
Arrows
Arrows
Bats Goblin Gang Skeleton Army
Arrows Three Musketeers Executioner
Arrows
Goblin Gang Three Musketeers Executioner
Arrows Executioner
Arrows
Three Musketeers Executioner
Bats Goblin Gang
Bats Executioner
Executioner

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